Analisis Kebutuhan Pengembangan Media Game Scratch dengan Pendekatan TPACK pada Muatan IPA Kelas IV SD

Ananda Salsabillah Zahra, Herlina Usman, P. Wardhani
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Abstract

Education is a crucial aspect in the national development based on the values of Pancasila and the 1945 Constitution. The digital era of the 21st century demands the integration of technology in education, one of which is through the TPACK approach that combines technological knowledge, content, and pedagogy. This article explores the need for developing Scratch-based educational games media for science learning in fourth-grade elementary school. Through the research and development (R&D) approach using the ADDIE model, this study aims to evaluate the needs, identify barriers, and provide recommendations for the use of Scratch educational games media in science learning. The survey results show that the majority of students find science learning enjoyable and support the use of instructional media, especially games and animations. However, there is still a need to enhance the use of media in teaching by teachers. By utilizing Scratch-based educational games media, science learning in elementary school can become more interactive, engaging, and effective, preparing students to face educational challenges in the current digital era.
在小学四年级科学内容中运用 TPACK 方法开发 Scratch 游戏媒体的需求分析
教育是以潘查希拉(Pancasila)价值观和 1945 年宪法为基础的国家发展的一个重要方面。21 世纪的数字时代要求将技术融入教育,其中之一就是通过 TPACK 方法,将技术知识、内容和教学法结合起来。本文探讨了为小学四年级科学学习开发基于 Scratch 的教育游戏媒体的必要性。通过使用 ADDIE 模型的研究与开发(R&D)方法,本研究旨在评估需求、识别障碍,并为在科学学习中使用 Scratch 教育游戏媒体提供建议。调查结果显示,大多数学生认为科学学习是愉快的,并支持使用教学媒体,尤其是游戏和动画。然而,教师在教学中仍需加强媒体的使用。通过利用基于 Scratch 的教育游戏媒体,小学科学学习可以变得更加互动、吸引人和有效,从而帮助学生做好准备,迎接当前数字时代的教育挑战。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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